Mu-12 is the true form of Noel Vermillion after fusing with the True Azure through Terumi's ambitions to destroy the Master Unit Amaterasu, and erase the world from its existence. Due to his influence, she believes that the world is filled with nothing but lies. Mu-12 is a dynamic zoning character with high damage output and capable defensive tools.

Steins Gunner projects an energy node (Stein) to the targeted location. Steins have a heating period before they fire, and will cease heating if µ receives damage or blocks,; however, once the stein has finished heating up, they will fire and cause most attacks to trade/lose. Steins can also be Charged by holding down the Drive button while projecting the Stein. Charged Steins take longer to heat up, but have much more powerful beams. Steins are also used for two of µ's special attacks; Totsuka and Kuninotokotachi, which will be detailed later.

An important note is that all Stein actions are cancel-able into Specials, Drives and Jumps and C-Class Normals on whiff. Mastering whiff-cancel timings and varying your options is very critical to succeeding with the character overall.

µ's 5a is most effective as a fast ground-to-air poke, and as a normal to stagger her interior pressure, setting up throws and frame-traps. Because of µ's excellent proration, even 5a starters can lead to high damage combos.

2a in general is a slightly more effective tool to use in neutral against grounded opponents, but 5a's higher hitbox makes it the choice against airborne opponents..

Excellent pressure and punish tool, leads to enormous combos nearly anywhere on the screen with meter; landing this move on a cornered opponent almost always seals the round with a kill.

The weakness of 5b is that the recovery and hitbox are far from amazing. It's dangerous to use as a poke, and sub par to other normals for hit confirming due to 5b whiffing on crouching opponents at certain ranges. That aside, everything else about 5b is quite impressive, and should be used constantly in pressure.

5b's true strength is the number of options it has following it, and leading into it. The move gatlings into nearly all of µ's other normals, and can be late chained out of at almost any time. Combining this with varied use of Special Cancels, Drive cancels and Jump cancels lead to this move being critical in pressure and mixup.

Immense normal, and one of the fastest for the amount of coverage, 5c is one of the superior pokes in the game; a very deadly tool when implemented correctly.

5c's failing is in pressure. Though the move is not very minus on block, gatling into 5c removes the threat of µ's mixup via 6b and throws, limiting it to frametraps. Opponents who understand the µ's normals can see 5c as a cue for the essential end of her pressure. However, once again this is a normal where a varied use of Late Chains, Special and Drive Cancels will keep you mobile and unpredictable, forcing the opponent to respect your space.

This move is the go-to normal for combos, as the damage:proration ratio is very very good. It leads to huge damage on normal hit in the corner, or counter-hit midscreen with meter. Because of the enormous hitbox, it's easy to confirm into 5c to pick up a full combo as soon as possible after landing a hit.

And important note is the extended hitbox on 5c, as displayed in the image to the right. The extended hitbox discourages using 5c as an anti-air or as a close range poke, but feel free to cut your opponent to pieces at maximum range.

Staple crouching jab. Almost identical to 5A in terms of characteristics. Unlike 5A however, 2A is able to hit any crouching hitbox. Can late-chain. Throw cancellable.

The ability to cancel into a throw makes this move a dangerous pressure tool when used correctly, even with a -2 frame advantage. It can also be used for many frame trap setups, one of the most common being 2A > 2C. There is an option select to punish forward rolls and DPs that consists of 2A 2C as well.

The key feature to the pressure ability of 2A is its ability to late-chain into itself and other moves. The late-chain into itself allows you to be a lot less predictable with your blockstrings, and can level up your pressure from a character whose pressure is only sub-par. Its ability to cancel into throw also allows for deeper mind games. A common example would be causing throw reject miss against the Throw Option Select, though other uses for its cancel into throw can be found.

Overall, Mu's most effective and well rounded normal. Excellent hitbox, startup, recovery in almost every situation. With the character's ability to convert any hit near the corner into very impressive damage, this normal is her most consistent origin of damage output.

2b is incredible. It excels at everything from poking to use as a crossunder normal, and its liberal application should never be underestimated. Due to the excellent hitbox and speedy startup, it will beat out tools that many characters rely on in neutral, though it requires a bit of dashing momentum to get maximum coverage.

One of Mu's anti-airs, the hitbox is very big, the invulnerability to air moves is rather average (frames 11 to 16), and has the biggest vertical range on her anti-airs by far. Very easy to hitconfirm into decent damage on counterhit by chaining into 5C. However the huge recovery makes it very punishable on whiff, by an opponent who double jumps to bait it, so avoid getting predictable with this.

Also very useful in ground blockstrings because if your opponent is expecting you to gatling into 5C, you can instead special cancel into a projectile (that varies according to the situation) to restart applying your pressure.

Another of Mu's anti-airs. Invulnerable to aerial attacks from frame 5 to 14. Forces aerial state on opponent on CH. Faster than 2C, and good horizontal range, but not very good vertically. It also recovers faster than 2C so it doesn't get baited as bad with double jumps.

In order to use Mu effectively it is necessary to learn when to use which one of her anti-airs, because together, they cover very many possibilities.

6A is good in blockstrings, because most players don't use it often, so the opponent may be caught off guard not knowing what it can gatling into.

Mu's only overhead. It has a very fast startup compared to other characters' overheads, and combined with lasers and explosions, it can be very hard to see. However, it's absolutely terrible on whiff because it lasts so long, your opponent can punish very heavily, so you have to know when you can use it. An advantage of it being a 2 hit move, is that you can rapid cancel and block if your opponent bursts between the two hits. It is noteworthy that not both hits are overheads, a very effective mixup is to rapid cancel after the first hit and use 2B which hits low instead.

Another way to use this move effectively, is by combining it with lasers to keep your opponent in blockstun during the startup. That way, because there is usually a frame gap, opponents will often try to DP 6B's startup, but if a laser is keeping them in blockstun, the 3 position will have them crouching and therefore they will get hit.

Another few things to note are that it has foot invulnerability between frames 8-23, and the CH state from hitting with only the second hit has additional hitstun. This move deals very good damage and should be used at least once if possible in every combo, but not usually twice, because it has repeat proration.

This move can be very lethal for your opponent, but for you as well. Its most practical use is to punish other zoners using moves with slow recovery at a certain range from you (for example, Rachel summoning George XIII). On CH it leads to a fatal and a very damaging combo, with almost guaranteed corner carry. On whiff, the recovery is so long that you will be the one eating a deadly combo, so do not abuse this move. The move does have a minimum range as well.

This move should be used in every combo because it deals very good damage and has very good P2, but it also has repeat proration so only once per combo. It will almost always combo from 5C CH, 5C aerial hit, and any grounded string on a crouching opponent from 5C or 2C. It will whiff on certain characters like Litchi sometimes because they are too close (during a combo), or on many characters if you hit with the maximum range of your 5C.

This move can be used in blockstrings as a frame trap or simply to push your opponent farther away and giving you even more blockstun to drive cancel or special cancel into something. However make sure you do cancel it into something on block because if not you can get punished out of its slow recovery.

This move is mostly used as a block string ender outside of combos, because it can be cancelled into from most of Mu's normals, and is jump cancelable on block. It also hits low so it can be used for mixup from a blocked 5B/6A if you have already used 2B in your blockstring. This is especially effective in the corner, because you can get very decent meterless damage off of it. It is almost always used in midscreen RC combos on standing opponents.

Can be used as a meterless combo ender in the corner, but is generally inferior to stein setups. Doesn't have many uses at neutral, but is good for punishing moves that are vulnerable only to lows (Tager's voltech charge, Tager's 6A, Litchi's Ittsuu), because on counterhit you get a full combo.

As her fastest air normal, µ's j.a is used mainly to make her jump-ins more plus on reverse chain, it can also be used to set up airthrow TRM via mixing up the j.a-j.c late chain and the j.a-j.BC chain. In air-to air poking situations, it finds little use in comparison to µ's airthrow or j.c's in terms of effective reward and applicability.

j.b has a great hitbox, though the startup, more notably the recovery, make for it's failings as an air to air poke. Though it's a bit faster overall than j.c, it doesn't have the incredible coverage and reward. j.b's real strength is as a jumpin option, as it is the only air normal µ has that hits below her. In CSX, j.b's active frames have been increased, strengthening it on offense as a crossup normal and as an air to ground tool.

j.C has a very good hitbox with decent start up. Best used as a spaced out air-to-air move. This move shouldn't be used as a jump in as her hurtbox goes down more than the actual move hitbox. It works as a spaced out air-to-ground if you are in the air and your opponent is running towards you. Otherwise, this move will whiff on most characters when they are crouching. This move shouldn't be spammed unless you have put some distance between you and your opponent as this move has landing recovery. If you are able to land a counter hit with j.C, you can deal massive amounts of damage to your opponent and carry them to the corner.

j.2C has a very good hitbox but has a somewhat slow start up. This is best used as an air-to-ground move but also works in some air-to-air situations. If people try to get in this is very good spaced as if your opponent tries to AA Mu, they would be under the assumption that this move won't come out most of the time. If the opponent's Anti-Air (AA) hitbox is taken into consideration, he or she would get Counter Hit(CH) due to the spacing and hitbox because of the huge horizontal hitbox. This move Fatal Counters on Counter Hit which is new to this game. j.2C delays Mu's momentum falling down from the air which can be used to bait Anti-Airs (AA) or okizeme (e.g. j.B > j.2C).

While Counter Assaults (CA) are useful in getting out of pressure, Mu will want to be conscious of where her opponents will be after an attack is blocked since her Counter Assault does not have much range. Sharing the same animation as her 5B, it has a unique hitbox and frame data.

236A has quite a bit of start up but it makes up for the fact that it summons a lightning ball that is able to deal 5 hits to the opponent or absorb 5 projectiles (spark bolt not included). It is a very good zoning tool as the trajectory arcs upwards. It keeps characters like Ragna and Makoto at bay really well as it is hard for them to approach if it is in play. Though, it should be cautiously used if it is used against a character with high mobility such as Taokaka or Valkenhayn as they can jump over it with their movement options and still get in easily.

623C is a good DP (Dragon Punch) for the fact that it has full body guard point starting on frames 1-21. Which means once the input is performed, any attack from your opponent will be guard pointed and will get hit by the DP. It's hitbox covers all around Mu which makes it so you can't bait the DP by crossing her up. One downsides to this move are that it can be susceptible to certain safejumps and Option-Selects due to the 14F startup, the fact that it has Guardpoint rather than invul combined with it's startup means opponents with really good reactions can respond with some sort of cancel (not likely but still worth considering) and that it is not air unblockable (though not as significant a shortcoming)

Cancelling steins into the air and ground versions of this move can make your zoning game very difficult for your opponents to deal with. The air version can also be used as a crossup when combined with an instant air dash, very risky though, and requires meter or a setup to combo afterwards.

Move is now mainly used in combos or for frametraps. Without the guard crush aspect nor the frame advantage, it becomes hard to justify the use of this move outside of combos or setups. The addition of drive cancel and knockdown changes makes it a great combo ender now, however.

Fires a laser at the stien marked 1, which then bounces it to stien #2 etc...

Once all stiens have bounced the laser, the last stien bounces it towards your opponent's location.

Each stien disappears shortly after reflecting the laser.

Interrupts newly laid stiens still charging up their own shot.

If no stiens are set at all, This move animates as normal, but nothing is fired.

Does not disappear if Mu is attacked.

236D is a decent move move to use in neutral because it travels through all the steins and then heads towards Mu's opponent. It forces your opponent to block, even when they are hitting Mu after the laser comes out due to the laser aiming at Mu's opponent after it has passed through the last stein. The gaps between 236D and her strings are variable due to placement of steins and which attacks Mu uses to force her opponent to block which could lead to ambiguous mix ups/frame traps.

This move is best used when Mu is relatively far from her opponent or right as her opponent is knocked down to the ground so she has time to set up the laser as it has quite a bit of startup. The faster laser means less blockstun, and multiple steins are recommended when using this move, to guarantee at least some effectiveness. This does however give it new uses, especially when fighting zoners such as Rachel, to force them to block.

Allows decent damage conversions off midscreen hits. Although it is unsafe, it can be used with a rapid cancel to escape the corner, or cross up an opponent in general. Even then, it's quite slow, so an opponent who's ready can beat it before it gets blocked. Frame (dis)advantage varies with spacing.

Fires one laser at each available stien, one directly at the opponent and, if in overdrive, one directly at your opponent for each stien you have. Each laser aimed at a stien will then be bounced from that stien towards your opponent, leading to a maximum of 9 hits overall, 13 in overdrive.

Costs 50% Heat

180F Heat Gauge Cooldown

Each laser has 10% minimum damage (64)

Great to retake control of the screen in some ambiguous situations, and when several steins are on the screen. Do keep in mind your opponent's options as they can use the superflash to counter it, if they have the tools to do so. Also can be used as a combo ender in some instances, depending on the placement of your stiens.

On startup, Mu lunges at her opponent with her blades. If she hits, Mu will have her blades surround the opponent, for them to become an orb and drop to the ground, causing an explosion. Puts Mu in Active Flow if she hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be Rapid-canceled.